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curryinahurry

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Everything posted by curryinahurry

  1. As with Monte Carlo's thread on the Mega Dungeon, I'm sure there will be plenty of interesting ideas about monsters, ecologies, and locations (including strolls into mythological underworlds). I would like the design team to consider another type of opportunity that I think could be a rich source of inspiration, not just for the Endless Paths, but also for world building in this and future games. In the real world, a culture (country, what have you) will often build a structure of a type in a location that housed the same function for a prior or conquered past civilization; a church is built on the site of a roman temple, which built over a Greek temple, that was originally a sacred pagan grove. In exploring the Endless Paths, it would be great to see the uncovering of these layers as the party descends the depths. A trip down therefore becomes like a trip back in time; both in the history of the site, and in the history of the setting for the game. In most dungeon designs, there is usually reference to past time, or past events, but these hooks tend to be quite static (Durlag's tower is a prime example); something bad happened and now the place is cursed. Contrast that to how Steven King developed the mythology around the Marsten House in Salem's Lot; the site is somehow spoiled, and that becomes a beacon attracting evil to itself. The opportunities are there for Obsidian to give the Endless Paths a similar treatment, to layer the site so that revelations become tied to both the story of the place, and the history of the land, and its peoples. If done right, the Endless paths could, beyond being a really cool series of adventures and side quests, serve as a wellspring for many future tales told in the Eternity series
  2. Link? I don't have currently in hand and I didn't find any mention about subject with quick search, so it is possibility that I remember it wrong, but I can't shake of mental image that Josh have said that fight is over when all enemies have their stamina in zero. I also remember this being stated somewhere on the forums, but a quick search yielded nothing. Was it possibly from an interview?
  3. Movement for the Druid Spirit animal form and Zombie are great; Troll seems a bit lumbering, but it's hard to tell without context (how big is a troll?). Animations for the Troll and Zombie attacks need a lot of work; they look like little league pitchers. Nothing, anywhere would attack like that.
  4. From what we have learned about crafting and skills so far, it seems unlikely that we will get a parallel set of 'recipes' to brewing standard,wizard, druid, or priest, potions; if that much. If a parallel alchemy track was available, we probably would have heard about it in the crafting update. That is just my opinion; I may be full of sh**. Either way, I think its valuable to have another track that isn't related to 'spells'. I'm wondering if alchemy can be tied in some way to animancy or to some other form of elemental magic that runs outside of class based types. As far as throwing potions goes, we know that intelligence governs area and duration; wouldn't it be simple to coordinate that with throwing potions if a 'thrown weapons' option isn't available?
  5. Very nice update. I especially like the way some spells have randomness built in; like bouncing, blighting, and afflictions. I also like the term 'affliction' as a description of harmful status effects. And +1 for the stag form...if it could use the firebrand spell in that form, it would make for a ridiculous melee option! Hope we get a Druid NPC since I'm not likely to play one, but might create one in the adventurer's hall just to try it out.
  6. This is a key point. What might vis a vis spell damage points to is a character that can deliver instantaneous damage. Looking at how you might build a character concept around this; it seems that this type of character would work perfectly as a damage oriented Gish. In other words, there is no discontinuity between the mechanics and role-playing aspects of a high might wizard within this system, as no other mage arch-type is going to exploit high strength particularly well ( I think glass cannons are almost impossible).
  7. It doesn't increase damage, it just does damage to more things. If you take Melf's Acid Arrow from IWD and implement a roughly equivalent version for POE (2-8 + 2-8 for 1turn every 3 levels) for 2 you would get the following average damage: Wizard Level 5; Might 18, Intellect 10 (+36% Damage + 50% AOE/Duration): 5 x 1.36 = 6.8 + (6.8 x 2 rounds (eq lvl 7.5)) = 20.4 Total Damage Wizard Level 5; Might 10, Intellect 18 (+20% Damage, + 90% AOE/Duration): 5 x 1.2 = 6 + (6 x 3 rounds (eq lvl 9.5)) = 24 Total Damage I think this is what Josh Sawyer was talking about many different viable builds.
  8. Nice Update. Of the 3 Death Godlike presented, the one one the far right (at the beginning of the video) looks to be the most resolved. the other two seem to be wearing helms and a bit too much out of of a Giger fan art collection. They really need another pass for greater integration/ resolution. Everything else looks quite good, although I would like to see the spirit animal forms be a bit more animal-istic and/or spirit-like/totemic in form and coloration. Maybe this can be handled in animation, etc.
  9. ^ thanks, that's a bit more appealing. While I think its unlikely that we will get that much flexibility in class customization to allow for sub-classes or kits, I'm hoping that we get at least enough flexibility to make variations . If the bones of a system like what you're describing is put into place, then i think Obsidian and build on it in future games. That would be fine with me.
  10. Indeed the class system seems to be heavily influenced by 4E concept of 'roles'. While I don't mind this so much as a set of guidelines, we were promised a great deal of latitude in building character concepts. What I am reading in this and past updates is sounding very prescriptive, and I don't like it much. What if I want to build a melee ranger? A more traditional IE type 'Thief' (ranged weapons, trap laying, stealth, and some backstabbing...but light on melee)? What if I like the Ranger class but don't much care for an animal companion, will I be gimping myself? For almost every class update we have had, there have been several items I have liked, and a few I haven't. Many of us have fairly clear ideas of how we want classes to play and 'feel'. And while I recognize there will always have to be adjustments and accommodations, we should be able to play the class(es) of our choice in the manner we would most like. That is what we were promised during the KS campaign.
  11. I posted in the Update thread that I would like to see Stamina associated with resolve. I don't like the idea of one attribute covering both Health and Stamina, And both Resolve and Perception need to be bolstered a bit in terms of usefulness. The only issue I see with doing this is that Obsidian is using Resolve as a proxy for Charisma, but that shouldn't prevent them from associating Stamina with it.
  12. @ Metabot Just to be clear, I'm not bothered by it. I think the image is lovely. However, I do notice structural oddities as it touches on what I do in real life. I'm sure others will notice as well, but I don't think it will be an issue for most.
  13. I can see what you mean there for sure, but there are some differences between them especially if you look at the lower right. Yeah, its not that bad...I noticed it and chuckled a bit at the arches, but it still looks very good. Maybe if they add a little variation on the upper left area, that would be enough.
  14. I'm wondering if Perception could be used, not as a speed modifier, but as a timing modifier. Interrupt could be extended to include timed attacks like knockdowns, shield bashes, attacks of opportunity, flanking attacks, etc. It could also be applied to combination attacks like cleave, whirlwind, flurry of blows, etc. The name might have to change from interrupt to something else like Timing, with Interrupt as a subset.
  15. Presumable there's some kind of mortar there holding the bricks together.... I'm not an architect or engineer, so I invite corrections from anyone that's an actual expert, but I doubt even modern mortar could suspend heavy stones horizontally like that -- certainly not for centuries. Real arches are held together by compressive forces. I suppose there could be reinforcement rods inside, but then we should see them protruding in places where the stones have been stripped away. In any event, I think reinforcement rods (rebars) are a fairly recent innovation. Actually, stone structures use metal dowels pegged between arch-stones. Re-bar is used in concrete construction. While Obsidian is taking some poetic license, it's not that bad. I would say that, looking more carefully at the rendering, the bigger problem is the uniformity of the ruilns. Normally, one would see long sections of wall nearly intact, and other areas almost completely gone (to reflect structural weakness and failure).
  16. Everything looks very nice. I really like the new area screenshot and the light quality combined combined with the color palette; very nice. The UI looks good, but the icons for health and accuracy need to be tweaked a bit as they aren't clear at first glance (a blood drop and a fist?). Also, consider me +1 for a bit better spacing/ justification of the text. The reputation stats, in particular, look a bit messy. I like the adjustments to the attributes. One thing I'm wondering is whether one stat should govern both stamina and health. Could stamina be moved over to resolve? It seems to fit with the concept of resolve and concentration. Oh, and the reputation system seems very interesting. All in all, great update!
  17. There would likely be something built into the reputation system to accommodate NPC reactions both within the faction system and within the local reputation system. So if you're character develops a local reputation for brutality, NPC's are likely to react to it; both unfavorably, favorably, and also sometimes with fear I suspect. I would imagine this would have some effect on whether low level mobs wanted to take your party on in combat. Also, as a note, as far as we know, the game isn't going to reach Epic levels in this one installment. We are likely to wind up at Mid-high levels as per Icewind Dale 2 (14th? or the equivalent).
  18. You're missing the point of what Silent Winter, Myself and others have been promoting. We get that Obsidian is developing a gamist system. But within that system, there has to be a correlation between what the system is attempting to model and what the what the name value is of that label. Its semiotics 101; there has to be a relationship between signifier and signed. In fact, that seems to be the logic behind why you moved damage bonus in your system re-vamp over to might, but that is not why Josh Sawyer created that example, and Silent Winter is pointing that out in his post. So if might/power/strength doesn't serve the correct purpose based on Obsidian's design attempt and Intellect is counter-intuitive, what is the solution? The solution that has been mostly discussed over the last several pages, is to remove intellect and strength from the attribute column, replace them with words that more accurately describe intent. and move them potentially to a skills slot where they can be used to bolster attributes and give a level of familiarity/ role-playing value to players. As an design fix, it works within what Obsidian is trying to develop and doesn't require any major re-tooling of the system other than extra balancing due to the expansion of the skill pool. Any other solution would require major re-design and is thus likely impractical/impossible at this stage.
  19. No thanks. It is pointless. I am not really interested in player expectations as TBH most players have garbage expectations and desires. I would rather focus on the design goals themselves. No dump stats Dumping a stat is harmful to every build Every attribute must be useful for every character (class) Attributes must be reasonably balanced It should be hard to make a bad character No Attribute shall govern multiple defenses The only other thing to consider about attributes other than combat stats is dialogue and scripted interaction attribute checks. I'm thinking of creating a new thread as I do not like the direction this one has taken. This was the last setup I was working on. I do not believe it is possible to have a very good attribute system if the three secondary defenses are given to all six attributes as is like spreading butter across too much bread. Might - Damage, Healing, Stamina Regen Perception - Accuracy, Criticals Endurance - Stamina, Inventory Size Vitality - Fortitude, Health, Effect Reduction Dexterity - Reflex, Action Speed Resolve - Willpower, Durations/AoE Size You do understand that design goals are based on player expectations, right? What you started this thread with was an attempt to model POE's attribute system based on known information. After Josh Sawyer's comments, we have a pretty good understanding of what attributes are , what they effect, how secondary attributes are derived, and what they represent. Based on that information, what is left? Either to critique the system and propose incremental changes that might be possible or to offer alternatives; which in all likelihood have no chance of being possible. Several people on this thread have engaged in a discussion of incremental changes. If you want to propose an alternative system,. that's great, have at it. But it has no chance of being implemented. Obsidian is likely too far down the path to consider such things. That is why they have been so tight about the information thus far...they didn't want a design by committee approach or half informed whining (which makes sense, especially considering your own view of player opinions).
  20. @ Sensuki There has been a running discussion about attributes, their functions, and how combat stats can be adjusted to be more in line with player expectations and common sense understanding as Silent Winter posted above. You need to go back a few pages to where Lephys described his character concept that wasn't currently possible in the current system. Specifically, combat stats are affected by this discussion because the re-working of attribute labels would allow for the possible creation of a set of skills that were associated with characteristics. We discussed moving strength into the Skill column where it could function as most expect it to; giving bonuses to damage and movement in heavy armor. The reality is that the same could be done with something like intellect, chraisma, or any other player characteristic that may have been dislodged. More granularity allows for greater variety in role play but also more variety in augmenting aspects of combat, whether damage, crits, duration of effects, etc.
  21. @ IndiraLightfoot, If ia word like 'Ferocity' needs to be explained in qualifying terms, its probably going to cause problems. Also, it really doesn't fit into the concept of what the current Intellect stat is describing, which is more a capacity to learn how to do damage than a willingness. I do like Spirit or some variant there of as a possibility
  22. @ Ganrich I think Elerond's Acumen/ Acuity are a good alternative to Intellect, they mean similar things but getting Intelligence/Intellect out of the label makes the association with mind less direct (and associated to DnD attribute). I too don't much care for Ferocity; it's a bit too suggestive (as in everyone playing a barbarian might be inclined to max that stat whether it really fits best for that class or not).
  23. ^ I think its mostly in the naming. If they want one attribute to control all damage, that is fine. I think that approach however necessitates a more granular approach to skills and abilities that can allow for players to build characters to their liking conceptually (Brutish Rogue Anti-Hero Paladin, Maniacal Wizard, etc.). Then attributes can be free to handle more general aspects of player characteristics without doing the double duty we see in DnD (Which Obsidian sees as a problem).
  24. The one Counter example is a very basic melee type that many will want to play. It's not some obscure niche character type. As to you're last point; that is pretty much how critiqueing a system works. You test the system for what is possible and what is not. Lephys was asked to produce an example of a build that wasn't possible in the system, he responded with a very common build type. And no one has been able to counter his contention. Yes, anything designed will have its weak spots, that is why it is important to differentiate between the mundane and the exotic. The Brute is far from an exotic build. I don't know how to make it more clear than that. @ Adhin Since Obsidian is going for a "Game-ist" system, I'm not particularly worried about the differentiation of Attributes from Abilities from Skills as long as there is a logic and players can model the character they are trying to role-play.
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